How do Modern Games Handle Pixel Art?

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  • Опубликовано: 1 фев 2025
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Комментарии • 29

  • @HeckyeaVids
    @HeckyeaVids 5 месяцев назад +28

    I’ve never made a game nor do I plan on making one anytime soon, but I’ve always found it cool how much background thinking and implementing goes on to release a game and have it look good on different screens. I did some web design back in the day and I remember getting stuck on having my webpage fit nicely between pc and phone screens. This was a great video for a small channel like yourself

    • @undermountain_dev
      @undermountain_dev  5 месяцев назад +2

      Thanks! Yeah, it's a topic I was also scratching my head over for quite some time. But after releasing one game I can grasp it pretty well, but still learned I learned a lot just by making this video.

  • @dressedmolerat
    @dressedmolerat 6 месяцев назад +39

    This is a cliché comment, but I was actually shocked when I finished the video and realized it didn't even have 200 views. Keep up the good work!

  • @SleepyLazyPanda
    @SleepyLazyPanda 2 месяца назад +3

    I will have to rewatch to understand everything but thanks, that was very interesting

  • @FlukyDev
    @FlukyDev 6 месяцев назад +6

    great video, i enjoyed watching and i have to say your channel is so underrated!

    • @undermountain_dev
      @undermountain_dev  6 месяцев назад +2

      Thank You Very Much! And good luck with Your dream game!

    • @FlukyDev
      @FlukyDev 6 месяцев назад

      @@undermountain_dev thank you!

  • @weasel.3683
    @weasel.3683 2 месяца назад +10

    You should try signed distance field (SDF) fonts. They are essentially sprite fonts that are infinitely upscalable and only fail at really small sizes.

    • @undermountain_dev
      @undermountain_dev  2 месяца назад +2

      Haven't known about this, but it looks quite promising. Thanks for the tip!

    • @lenargilmanov7893
      @lenargilmanov7893 2 месяца назад

      Yeah, there should be free utilities that will generate them for you from a regular sprite font, and you'll have to use a special shader to render it.

  • @depp9111
    @depp9111 6 месяцев назад +2

    nice video and good luck on your game👍👍👍👍👍👍👍

  • @InexplicableVibes
    @InexplicableVibes 6 месяцев назад +3

    underrated

  • @bl2575
    @bl2575 3 месяца назад +3

    Some interesting approaches, but I predict that localization will be a problem with sprite fonts. Many languages have complex ligatures (multiple characters become one complex character) , composable marks, ... Not sure how this is usually solved for pixel art style game, but I would use a text renderer that correctly handle all the complex rules and post-process it to make it "pixelated"...

    • @undermountain_dev
      @undermountain_dev  3 месяца назад +4

      Yes, thats true. But that would assume I will support non latin based alphabets (if thats correct term) which I won't do due to lack od resources. If game happens to be success and I can afford proper localiztion, then I will probably also have resources to rework text rendering.

  • @piteroix
    @piteroix 6 месяцев назад +4

    Spooky scary skeleton💀

  • @TheSophieGames
    @TheSophieGames Месяц назад

    It can be a nightmare if you don't think the numbers through at the beginning, you're right.

    • @undermountain_dev
      @undermountain_dev  Месяц назад

      I had some issues when changing this in Pumpkinman, and some of them made its way to the full release. It’s nothing super serious, but yeah, definitely better to think this over at the start of the project.

  • @PootCoinSol
    @PootCoinSol 5 месяцев назад +6

    Im a pixel purist. I cant stand seeing pixel rotate or slip in a game x_x

    • @undermountain_dev
      @undermountain_dev  5 месяцев назад +5

      Understandable. Personally this doesn't bother me so I allow this in my game.

  • @RetentionRiftX
    @RetentionRiftX 2 месяца назад

    is there a way to make modern gameplay look old school pixelated? I like your approach to making videos subscribed, working on building a channel right now maybe we can collaborate later ^_^

    • @undermountain_dev
      @undermountain_dev  Месяц назад

      Thanks for sub! About Your question, I'm not sure what effect You want to achieve. But I've seen devs making games in PSX style, or games in 3d with pixelart filter. I think Dead Cells was partially made in 3d with 2d pixelart filter.

  • @bryanwelsh6383
    @bryanwelsh6383 Месяц назад

    I thought it was a pretty good intro video but aren't you using the term 'sub pixel incorrectly? Subpixel refers to manipulating the r g or b to actually work at a Subpixel level. You describe having a linear mapping and performing pixel level manipulations of a scaled bitmap as Subpixel which is technically untrue. It's pixel level manipulation of a scaled bitmap.

    • @undermountain_dev
      @undermountain_dev  Месяц назад

      Yeah, the Subpixel term is quite unfortunate here, but at the same time it pretty well describes what is being 'faked' by pixel level manipulation of a scaled bitmap. But yes, 'subpixel rendering' is a separate technical term.

  • @jasonl9266
    @jasonl9266 4 месяца назад +1

    They use a program called pixel renderer

  • @some-online-dude
    @some-online-dude 5 месяцев назад

    How *do* modern games handle pixel art?
    ftfy